Hey Y’all
im creating a reusable BP for puzzles and it works with OnActorbeginOverlap
now though i would like it to be a input pressed so that the player has to place the object into the puzzle.
my issue is i cannot get the input from the player input
any suggestions or help?`
As a general rule of thumb, input belongs in Pawns (if you have one) or in the Player Controller. Regular actors do not (and in most circumstances should not) process input, not by default. Consider implementing input in the PC which represents the will of the player:
the player controller intercepts user input → tell the puzzle actor what to do
Same goes for querying input. Admittedly, your mileage may vary since you may want to have it your way for numerous reasons - depends on how the puzzles work! In which case try:
If you must have input enabled directly in a regular actor, enable it in the Class Defaults:
It will allow you to evoke it explicitly. However, this can be the equivalent of shooting oneself in the foot since you need to handle input consumption and priority.
Yet another way it to use the Enhanced Input and Mapping Contexts which allows for abstract layers of input.
a quick follow up, my wish is to have different puzzles that have different items that will react to it. that searching for a Tag, but if the controller comes from the player then i cannot set the tags (?) since the query needs to be set at the player right? then i cannot change it per instance of the puzzle BP.